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Excluding 3rd party files.
314 lines
12 KiB
C++
314 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MODEL_H__
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#define __MODEL_H__
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/*
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===============================================================================
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Render Model
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===============================================================================
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*/
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// shared between the renderer, game, and Maya export DLL
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#define MD5_VERSION_STRING "MD5Version"
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#define MD5_MESH_EXT "md5mesh"
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#define MD5_ANIM_EXT "md5anim"
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#define MD5_CAMERA_EXT "md5camera"
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#define MD5_VERSION 10
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// using shorts for triangle indexes can save a significant amount of traffic, but
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// to support the large models that renderBump loads, they need to be 32 bits
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#if 1
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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typedef int glIndex_t;
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#else
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#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
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typedef short glIndex_t;
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#endif
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typedef struct {
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// NOTE: making this a glIndex is dubious, as there can be 2x the faces as verts
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glIndex_t p1, p2; // planes defining the edge
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glIndex_t v1, v2; // verts defining the edge
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} silEdge_t;
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// this is used for calculating unsmoothed normals and tangents for deformed models
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typedef struct dominantTri_s {
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glIndex_t v2, v3;
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float normalizationScale[3];
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} dominantTri_t;
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typedef struct lightingCache_s {
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idVec3 localLightVector; // this is the statically computed vector to the light
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// in texture space for cards without vertex programs
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} lightingCache_t;
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typedef struct shadowCache_s {
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idVec4 xyz; // we use homogenous coordinate tricks
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} shadowCache_t;
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const int SHADOW_CAP_INFINITE = 64;
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// our only drawing geometry type
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typedef struct srfTriangles_s {
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idBounds bounds; // for culling
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int ambientViewCount; // if == tr.viewCount, it is visible this view
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bool generateNormals; // create normals from geometry, instead of using explicit ones
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bool tangentsCalculated; // set when the vertex tangents have been calculated
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bool facePlanesCalculated; // set when the face planes have been calculated
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bool perfectHull; // true if there aren't any dangling edges
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bool deformedSurface; // if true, indexes, silIndexes, mirrorVerts, and silEdges are
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// pointers into the original surface, and should not be freed
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int numVerts; // number of vertices
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idDrawVert * verts; // vertices, allocated with special allocator
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int numIndexes; // for shadows, this has both front and rear end caps and silhouette planes
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glIndex_t * indexes; // indexes, allocated with special allocator
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glIndex_t * silIndexes; // indexes changed to be the first vertex with same XYZ, ignoring normal and texcoords
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int numMirroredVerts; // this many verts at the end of the vert list are tangent mirrors
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int * mirroredVerts; // tri->mirroredVerts[0] is the mirror of tri->numVerts - tri->numMirroredVerts + 0
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int numDupVerts; // number of duplicate vertexes
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int * dupVerts; // pairs of the number of the first vertex and the number of the duplicate vertex
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int numSilEdges; // number of silhouette edges
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silEdge_t * silEdges; // silhouette edges
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idPlane * facePlanes; // [numIndexes/3] plane equations
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dominantTri_t * dominantTris; // [numVerts] for deformed surface fast tangent calculation
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int numShadowIndexesNoFrontCaps; // shadow volumes with front caps omitted
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int numShadowIndexesNoCaps; // shadow volumes with the front and rear caps omitted
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int shadowCapPlaneBits; // bits 0-5 are set when that plane of the interacting light has triangles
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// projected on it, which means that if the view is on the outside of that
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// plane, we need to draw the rear caps of the shadow volume
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// turboShadows will have SHADOW_CAP_INFINITE
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shadowCache_t * shadowVertexes; // these will be copied to shadowCache when it is going to be drawn.
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// these are NULL when vertex programs are available
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struct srfTriangles_s * ambientSurface; // for light interactions, point back at the original surface that generated
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// the interaction, which we will get the ambientCache from
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struct srfTriangles_s * nextDeferredFree; // chain of tris to free next frame
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// data in vertex object space, not directly readable by the CPU
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struct vertCache_s * indexCache; // int
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struct vertCache_s * ambientCache; // idDrawVert
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struct vertCache_s * lightingCache; // lightingCache_t
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struct vertCache_s * shadowCache; // shadowCache_t
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} srfTriangles_t;
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typedef idList<srfTriangles_t *> idTriList;
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typedef struct modelSurface_s {
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int id;
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const idMaterial * shader;
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srfTriangles_t * geometry;
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} modelSurface_t;
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typedef enum {
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DM_STATIC, // never creates a dynamic model
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DM_CACHED, // once created, stays constant until the entity is updated (animating characters)
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DM_CONTINUOUS // must be recreated for every single view (time dependent things like particles)
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} dynamicModel_t;
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typedef enum {
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INVALID_JOINT = -1
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} jointHandle_t;
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class idMD5Joint {
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public:
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idMD5Joint() { parent = NULL; }
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idStr name;
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const idMD5Joint * parent;
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};
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// the init methods may be called again on an already created model when
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// a reloadModels is issued
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class idRenderModel {
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public:
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virtual ~idRenderModel() {};
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// Loads static models only, dynamic models must be loaded by the modelManager
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virtual void InitFromFile( const char *fileName ) = 0;
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// renderBump uses this to load the very high poly count models, skipping the
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// shadow and tangent generation, along with some surface cleanup to make it load faster
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virtual void PartialInitFromFile( const char *fileName ) = 0;
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// this is used for dynamically created surfaces, which are assumed to not be reloadable.
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// It can be called again to clear out the surfaces of a dynamic model for regeneration.
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virtual void InitEmpty( const char *name ) = 0;
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// dynamic model instantiations will be created with this
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// the geometry data will be owned by the model, and freed when it is freed
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// the geoemtry should be raw triangles, with no extra processing
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virtual void AddSurface( modelSurface_t surface ) = 0;
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// cleans all the geometry and performs cross-surface processing
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// like shadow hulls
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// Creates the duplicated back side geometry for two sided, alpha tested, lit materials
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// This does not need to be called if none of the surfaces added with AddSurface require
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// light interaction, and all the triangles are already well formed.
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virtual void FinishSurfaces() = 0;
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// frees all the data, but leaves the class around for dangling references,
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// which can regenerate the data with LoadModel()
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virtual void PurgeModel() = 0;
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// resets any model information that needs to be reset on a same level load etc..
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// currently only implemented for liquids
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virtual void Reset() = 0;
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// used for initial loads, reloadModel, and reloading the data of purged models
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// Upon exit, the model will absolutely be valid, but possibly as a default model
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virtual void LoadModel() = 0;
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// internal use
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virtual bool IsLoaded() = 0;
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virtual void SetLevelLoadReferenced( bool referenced ) = 0;
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virtual bool IsLevelLoadReferenced() = 0;
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// models that are already loaded at level start time
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// will still touch their data to make sure they
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// are kept loaded
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virtual void TouchData() = 0;
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// dump any ambient caches on the model surfaces
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virtual void FreeVertexCache() = 0;
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// returns the name of the model
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virtual const char * Name() const = 0;
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// prints a detailed report on the model for printModel
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virtual void Print() const = 0;
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// prints a single line report for listModels
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virtual void List() const = 0;
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// reports the amount of memory (roughly) consumed by the model
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virtual int Memory() const = 0;
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// for reloadModels
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virtual ID_TIME_T Timestamp() const = 0;
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// returns the number of surfaces
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virtual int NumSurfaces() const = 0;
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// NumBaseSurfaces will not count any overlays added to dynamic models
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virtual int NumBaseSurfaces() const = 0;
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// get a pointer to a surface
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virtual const modelSurface_t *Surface( int surfaceNum ) const = 0;
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// Allocates surface triangles.
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// Allocates memory for srfTriangles_t::verts and srfTriangles_t::indexes
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// The allocated memory is not initialized.
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// srfTriangles_t::numVerts and srfTriangles_t::numIndexes are set to zero.
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virtual srfTriangles_t * AllocSurfaceTriangles( int numVerts, int numIndexes ) const = 0;
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// Frees surfaces triangles.
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virtual void FreeSurfaceTriangles( srfTriangles_t *tris ) const = 0;
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// created at load time by stitching together all surfaces and sharing
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// the maximum number of edges. This may be incorrect if a skin file
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// remaps surfaces between shadow casting and non-shadow casting, or
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// if some surfaces are noSelfShadow and others aren't
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virtual srfTriangles_t * ShadowHull() const = 0;
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// models of the form "_area*" may have a prelight shadow model associated with it
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virtual bool IsStaticWorldModel() const = 0;
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// models parsed from inside map files or dynamically created cannot be reloaded by
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// reloadmodels
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virtual bool IsReloadable() const = 0;
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// md3, md5, particles, etc
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virtual dynamicModel_t IsDynamicModel() const = 0;
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// if the load failed for any reason, this will return true
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virtual bool IsDefaultModel() const = 0;
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// dynamic models should return a fast, conservative approximation
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// static models should usually return the exact value
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virtual idBounds Bounds( const struct renderEntity_s *ent = NULL ) const = 0;
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// returns value != 0.0f if the model requires the depth hack
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virtual float DepthHack() const = 0;
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// returns a static model based on the definition and view
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// currently, this will be regenerated for every view, even though
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// some models, like character meshes, could be used for multiple (mirror)
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// views in a frame, or may stay static for multiple frames (corpses)
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// The renderer will delete the returned dynamic model the next view
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// This isn't const, because it may need to reload a purged model if it
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// wasn't precached correctly.
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virtual idRenderModel * InstantiateDynamicModel( const struct renderEntity_s *ent, const struct viewDef_s *view, idRenderModel *cachedModel ) = 0;
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// Returns the number of joints or 0 if the model is not an MD5
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virtual int NumJoints( void ) const = 0;
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// Returns the MD5 joints or NULL if the model is not an MD5
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virtual const idMD5Joint * GetJoints( void ) const = 0;
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// Returns the handle for the joint with the given name.
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virtual jointHandle_t GetJointHandle( const char *name ) const = 0;
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// Returns the name for the joint with the given handle.
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virtual const char * GetJointName( jointHandle_t handle ) const = 0;
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// Returns the default animation pose or NULL if the model is not an MD5.
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virtual const idJointQuat * GetDefaultPose( void ) const = 0;
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// Returns number of the joint nearest to the given triangle.
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virtual int NearestJoint( int surfaceNum, int a, int c, int b ) const = 0;
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// Writing to and reading from a demo file.
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virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
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virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
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};
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#endif /* !__MODEL_H__ */
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